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<div class="header">
  <div class="summary">
<a href="#pub-static-attribs">Static Public Attributes</a> &#124;
<a href="class_event_code-members.html">List of all members</a>  </div>
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<div class="title">EventCode Class Reference</div>  </div>
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<p>Lists hardcoded engine <a class="el" href="class_lua_1_1_event.html" title="Interface of the Event system.">Lua.Event</a> names.  
 <a href="class_event_code.html#details">More...</a></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-static-attribs"></a>
Static Public Attributes</h2></td></tr>
<tr class="memitem:a279c4c5e28c223c4a5c590af25823780"><td class="memItemLeft" align="right" valign="top">static string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_event_code.html#a279c4c5e28c223c4a5c590af25823780">OnCrush</a> = &quot;OnCrush&quot;</td></tr>
<tr class="memdesc:a279c4c5e28c223c4a5c590af25823780"><td class="mdescLeft">&#160;</td><td class="mdescRight">Entity crushing micro event.  <a href="class_event_code.html#a279c4c5e28c223c4a5c590af25823780">More...</a><br /></td></tr>
<tr class="separator:a279c4c5e28c223c4a5c590af25823780"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:afe7b5546673f18b5aacb38e272f8dcc0"><td class="memItemLeft" align="right" valign="top">static string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_event_code.html#afe7b5546673f18b5aacb38e272f8dcc0">OnStep</a> = &quot;OnStep&quot;</td></tr>
<tr class="memdesc:afe7b5546673f18b5aacb38e272f8dcc0"><td class="mdescLeft">&#160;</td><td class="mdescRight">Entity footstep event.  <a href="class_event_code.html#afe7b5546673f18b5aacb38e272f8dcc0">More...</a><br /></td></tr>
<tr class="separator:afe7b5546673f18b5aacb38e272f8dcc0"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a03a965e04c12fca8491beb8ec3753df4"><td class="memItemLeft" align="right" valign="top">static string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_event_code.html#a03a965e04c12fca8491beb8ec3753df4">OnSpawn</a> = &quot;OnSpawn&quot;</td></tr>
<tr class="memdesc:a03a965e04c12fca8491beb8ec3753df4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Entity spawned event.  <a href="class_event_code.html#a03a965e04c12fca8491beb8ec3753df4">More...</a><br /></td></tr>
<tr class="separator:a03a965e04c12fca8491beb8ec3753df4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a55f432be68d01cd15b1bf04936237711"><td class="memItemLeft" align="right" valign="top">static string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_event_code.html#a55f432be68d01cd15b1bf04936237711">OnActionComplete</a> = &quot;OnActionComplete&quot;</td></tr>
<tr class="memdesc:a55f432be68d01cd15b1bf04936237711"><td class="mdescLeft">&#160;</td><td class="mdescRight">Action complete event.  <a href="class_event_code.html#a55f432be68d01cd15b1bf04936237711">More...</a><br /></td></tr>
<tr class="separator:a55f432be68d01cd15b1bf04936237711"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aaaadd94dd51e82dc133c6e5147e2ede2"><td class="memItemLeft" align="right" valign="top">static string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_event_code.html#aaaadd94dd51e82dc133c6e5147e2ede2">OnPlayerRaygunHit</a> = &quot;OnPlayerRaygunHit&quot;</td></tr>
<tr class="memdesc:aaaadd94dd51e82dc133c6e5147e2ede2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Player Raygun hit event. For raygun hits sent by the player  <a href="class_event_code.html#aaaadd94dd51e82dc133c6e5147e2ede2">More...</a><br /></td></tr>
<tr class="separator:aaaadd94dd51e82dc133c6e5147e2ede2"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a42a2b4374afaaf0c95694abdd93e7fe9"><td class="memItemLeft" align="right" valign="top">static string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_event_code.html#a42a2b4374afaaf0c95694abdd93e7fe9">OnTriggerPress</a> = &quot;OnTriggerPress&quot;</td></tr>
<tr class="memdesc:a42a2b4374afaaf0c95694abdd93e7fe9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Player weapon trigger press event. For when player starts firing their weapon  <a href="class_event_code.html#a42a2b4374afaaf0c95694abdd93e7fe9">More...</a><br /></td></tr>
<tr class="separator:a42a2b4374afaaf0c95694abdd93e7fe9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a62441710d089523d4630ac962020a6b5"><td class="memItemLeft" align="right" valign="top">static string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_event_code.html#a62441710d089523d4630ac962020a6b5">OnTriggerRelease</a> = &quot;OnTriggerRelease&quot;</td></tr>
<tr class="memdesc:a62441710d089523d4630ac962020a6b5"><td class="mdescLeft">&#160;</td><td class="mdescRight">Player weapon trigger release event. For when player stops firing their weapon  <a href="class_event_code.html#a62441710d089523d4630ac962020a6b5">More...</a><br /></td></tr>
<tr class="separator:a62441710d089523d4630ac962020a6b5"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0bb7a7064c6259124a48767341b0211f"><td class="memItemLeft" align="right" valign="top">static string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_event_code.html#a0bb7a7064c6259124a48767341b0211f">OnAIRaygunHit</a> = &quot;OnAIRaygunHit&quot;</td></tr>
<tr class="memdesc:a0bb7a7064c6259124a48767341b0211f"><td class="mdescLeft">&#160;</td><td class="mdescRight">AI Raygun hit event. For raygun hits sent by an AI micro  <a href="class_event_code.html#a0bb7a7064c6259124a48767341b0211f">More...</a><br /></td></tr>
<tr class="separator:a0bb7a7064c6259124a48767341b0211f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a379d0656758a2f6d45f7a6b497f2d1e0"><td class="memItemLeft" align="right" valign="top">static string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_event_code.html#a379d0656758a2f6d45f7a6b497f2d1e0">OnAISMGHit</a> = &quot;OnAISMGHit&quot;</td></tr>
<tr class="memdesc:a379d0656758a2f6d45f7a6b497f2d1e0"><td class="mdescLeft">&#160;</td><td class="mdescRight">AI Raygun hit event. For raygun hits sent by an AI micro  <a href="class_event_code.html#a379d0656758a2f6d45f7a6b497f2d1e0">More...</a><br /></td></tr>
<tr class="separator:a379d0656758a2f6d45f7a6b497f2d1e0"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6c5540673e62192cd85f1ef886e8076e"><td class="memItemLeft" align="right" valign="top">static string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_event_code.html#a6c5540673e62192cd85f1ef886e8076e">OnAIWeaponFire</a> = &quot;OnAIWeaponFire&quot;</td></tr>
<tr class="memdesc:a6c5540673e62192cd85f1ef886e8076e"><td class="mdescLeft">&#160;</td><td class="mdescRight">AI weapon fire event. For when an AI micro fires their weapon  <a href="class_event_code.html#a6c5540673e62192cd85f1ef886e8076e">More...</a><br /></td></tr>
<tr class="separator:a6c5540673e62192cd85f1ef886e8076e"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table>
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>Lists hardcoded engine <a class="el" href="class_lua_1_1_event.html" title="Interface of the Event system.">Lua.Event</a> names. </p>
</div><h2 class="groupheader">Member Data Documentation</h2>
<a id="a55f432be68d01cd15b1bf04936237711"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a55f432be68d01cd15b1bf04936237711">&#9670;&nbsp;</a></span>OnActionComplete</h2>

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          <td class="memname">string EventCode.OnActionComplete = &quot;OnActionComplete&quot;</td>
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<p>Action complete event. </p>
<p>Listeners will be given following data:</p><ul>
<li><code>agent</code> - action entity</li>
<li><code>action</code> - action name </li>
</ul>

</div>
</div>
<a id="a0bb7a7064c6259124a48767341b0211f"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a0bb7a7064c6259124a48767341b0211f">&#9670;&nbsp;</a></span>OnAIRaygunHit</h2>

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          <td class="memname">string EventCode.OnAIRaygunHit = &quot;OnAIRaygunHit&quot;</td>
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<p>AI Raygun hit event. For raygun hits sent by an AI micro </p>
<p>Listeners will be given following data:</p><ul>
<li><code>target</code> - entity that has been hit </li>
</ul>

</div>
</div>
<a id="a379d0656758a2f6d45f7a6b497f2d1e0"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a379d0656758a2f6d45f7a6b497f2d1e0">&#9670;&nbsp;</a></span>OnAISMGHit</h2>

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          <td class="memname">string EventCode.OnAISMGHit = &quot;OnAISMGHit&quot;</td>
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<p>AI Raygun hit event. For raygun hits sent by an AI micro </p>
<p>Listeners will be given following data:</p><ul>
<li><code>target</code> - entity that has been hit </li>
</ul>

</div>
</div>
<a id="a6c5540673e62192cd85f1ef886e8076e"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a6c5540673e62192cd85f1ef886e8076e">&#9670;&nbsp;</a></span>OnAIWeaponFire</h2>

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          <td class="memname">string EventCode.OnAIWeaponFire = &quot;OnAIWeaponFire&quot;</td>
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<p>AI weapon fire event. For when an AI micro fires their weapon </p>
<p>Listeners will be given following data:</p><ul>
<li><code>entity</code> - entity that has fired their weapon </li>
</ul>

</div>
</div>
<a id="a279c4c5e28c223c4a5c590af25823780"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a279c4c5e28c223c4a5c590af25823780">&#9670;&nbsp;</a></span>OnCrush</h2>

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          <td class="memname">string EventCode.OnCrush = &quot;OnCrush&quot;</td>
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<p>Entity crushing micro event. </p>
<p>Listeners will be given following data:</p><ul>
<li><code>victim</code> - crushed micro entity</li>
<li><code>crusher</code> - crushing entity </li>
</ul>

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<a id="aaaadd94dd51e82dc133c6e5147e2ede2"></a>
<h2 class="memtitle"><span class="permalink"><a href="#aaaadd94dd51e82dc133c6e5147e2ede2">&#9670;&nbsp;</a></span>OnPlayerRaygunHit</h2>

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          <td class="memname">string EventCode.OnPlayerRaygunHit = &quot;OnPlayerRaygunHit&quot;</td>
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<p>Player Raygun hit event. For raygun hits sent by the player </p>
<p>Listeners will be given following data:</p><ul>
<li><code>target</code> - entity that has been hit</li>
<li><code>magnitude</code> - raygun's magnitude value (float | ranges from -1 to 1)</li>
<li><code>firingMode</code> - type of emission that hit target (int | 0 - projectile, 1 - laser, 2 - sonic)</li>
<li><code>chargeValue</code> - value of hit projectile charge value (float | ranges from 0.125 - 1) </li>
</ul>

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<a id="a03a965e04c12fca8491beb8ec3753df4"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a03a965e04c12fca8491beb8ec3753df4">&#9670;&nbsp;</a></span>OnSpawn</h2>

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<p>Entity spawned event. </p>
<p>Listeners will be given following data:</p><ul>
<li><code>entity</code> - spawned entity </li>
</ul>

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<a id="afe7b5546673f18b5aacb38e272f8dcc0"></a>
<h2 class="memtitle"><span class="permalink"><a href="#afe7b5546673f18b5aacb38e272f8dcc0">&#9670;&nbsp;</a></span>OnStep</h2>

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<p>Entity footstep event. </p>
<p>Listeners will be given following data:</p><ul>
<li><code>entity</code> - stepping entity</li>
<li><code>position</code> - position of the step epicenter (vector)</li>
<li><code>magnitude</code> - force of the step (float)</li>
<li><code>foot</code> - foot number (0 - left, 1 - right) </li>
</ul>

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<a id="a42a2b4374afaaf0c95694abdd93e7fe9"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a42a2b4374afaaf0c95694abdd93e7fe9">&#9670;&nbsp;</a></span>OnTriggerPress</h2>

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          <td class="memname">string EventCode.OnTriggerPress = &quot;OnTriggerPress&quot;</td>
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<p>Player weapon trigger press event. For when player starts firing their weapon </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a62441710d089523d4630ac962020a6b5">&#9670;&nbsp;</a></span>OnTriggerRelease</h2>

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          <td class="memname">string EventCode.OnTriggerRelease = &quot;OnTriggerRelease&quot;</td>
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<p>Player weapon trigger release event. For when player stops firing their weapon </p>

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<hr/>The documentation for this class was generated from the following file:<ul>
<li>EventCode.cs</li>
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